Need advice with Wheel colliders

Hi!

I need some advice with Wheel colliders, Im making an arcade tank game but the tanks takes forever to reach speed and then it keeps gaining speed for too long, also the tanks roll down hill I think this is because my wheel colliders dont have enough friction, I want the tanks to be arcadeish so what do you recommend to fix these problems?

Here is a picture of the values im using:


This is what I use to move the tank:

float MotorForce = Mathf.Clamp (Time.deltaTime* Speed,Speed*0.9f,Speed);
                if (Input.GetButton("Throttle")){
                    wheels[3].motorTorque = MotorForce;
                    wheels[2].motorTorque = MotorForce;
                }
                if (!Input.GetButton("Throttle")) {
                   
                    wheels[3].motorTorque = 0;
                    wheels[2].motorTorque = 0;
                }             
                if (Input.GetButton("Brake")){
                    wheels[3].brakeTorque = 30;
                    wheels[2].brakeTorque = 30;
                }
                if (!Input.GetButton("Brake")) {
                    wheels[3].brakeTorque = 0;
                    wheels[2].brakeTorque = 0;

                }

Personally I didnt use wheel colliders for my tanks.

Depends if you want to have your tracks moving with the ground bumps though.

you need a max speed function something along the lines of this

        private void CapSpeed()
        {
            float speed = m_Rigidbody.velocity.magnitude;
            switch (m_SpeedType)
            {
                case SpeedType.MPH:

                    speed *= 2.23693629f;
                    if (speed > m_Topspeed)
                        m_Rigidbody.velocity = (m_Topspeed/2.23693629f) * m_Rigidbody.velocity.normalized;
                    break;

                case SpeedType.KPH:
                    speed *= 3.6f;
                    if (speed > m_Topspeed)
                        m_Rigidbody.velocity = (m_Topspeed/3.6f) * m_Rigidbody.velocity.normalized;
                    break;
            }
        }